Goal
Define repeatable playtest benchmarks for hitboxes, knockback, movement, recovery, shields, and combo escape.
Acceptance criteria
- Describe a small set of deterministic training scenarios and expected measurements.
- Cover low, medium, high, and sudden-death damage states.
- Include fast, average, and heavy open fighters.
- Measure at least launch distance, hitstun, recovery reach, shield response, and common combo escape windows.
- Store results in a format that can be compared between releases.
- Turn clear regressions into automated tests where feasible.
This issue is about building evidence for balance decisions, not copying another game's proprietary tables.
Goal
Define repeatable playtest benchmarks for hitboxes, knockback, movement, recovery, shields, and combo escape.
Acceptance criteria
This issue is about building evidence for balance decisions, not copying another game's proprietary tables.